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Donkey Kong Adventure Challenges

Mario + Rabbids Kingdom Battle guide hub

After the story, return through the four pipes near the restored Washing Machine to find the regular Challenges. Their distribution is three in Banana Lagoon, three in the Reef, four in the Jungle and two in the Dungeon. Completing all twelve opens Ultimate Islet and four additional Ultimate Challenges.

Each regular Challenge awards 1,600 bananas and one Rune on its first completion: 19,200 bananas and twelve Runes altogether. Reset the Skill Trees before a movement puzzle, and buy unlocked weapons in Battle HQ before relying on their damage or Super Effects.

Banana Lagoon

1 — Smuggler Stampede!

Location: Standof-Fish. Objective: Stop eight Smugglers. Limit: 5 turns.

The enemies act first. Check all three exits after their opening movement, then put the two Rabbids on useful outer approaches while Donkey Kong covers the middle. The exits, rather than the distant starting tiles, are the best control points.

Finish the closest Smuggler first or pull it backward with Magnet Groove. Use Long Story after attacking a group you cannot completely defeat. Deal with Summoners when their Bucklers block your interception; the objective is the eight carriers, not a full clear.

Watch the route for this Challenge.

2 — Collector Interceptor!

Location: The Honey Bombers. Objective: Recover ten Washing Machine parts. Limit: 5 turns.

Increase movement, throw range and useful weapon damage. Send a Rabbid toward the distant level with Donkey Kong while the remaining heroes cover separate carriers. Finish each Collector and collect its part; a long-range defeat that leaves the part unreachable still costs a later movement.

Keep a running route through the dropped parts. Save a hero’s movement for a Collector another hero is about to defeat, and avoid spending three attacks on separate carriers that will all flee. Ten kills without the ten pickups do not satisfy the objective.

Watch the route for this Challenge.

3 — Up for Grabs Grievance!

Location: Bananas Gone Bad. Objective: Reach four areas. Limit: 1 turn.

There are four destinations and only three heroes. Use Donkey Kong to throw an ally onto one of the two nearby elevated destination cells. That ally must still have movement available; move it from the first destination and finish on the second.

Send the other Rabbid to one low-ground destination and Donkey Kong to the remaining one, using his jump pad as needed. Each destination must register a landing or stop. Merely drawing a walking path through two cells is not the same as stopping on both.

Watch the route for this Challenge.

Reef

4 — Goatfish Gallimaufry!

Location: Spitting Image. Objective: Defeat thirty enemies. Limit: 10 turns.

Clear the nearby starting Ziggies with combined movement and area damage. The Spitting Statues rotate after turns, so check their new lanes before choosing each final position. Let the water threaten enemies rather than your healer.

As reinforcements appear, remove Summoners promptly and use side angles or Donkey Kong’s throw against Bucklers. Keep Heal available after a damaging enemy phase. Near thirty defeats, finish the weakest reachable targets instead of spending several attacks on an isolated healthy Smasher.

Watch the route for this Challenge.

5 — Smugglers Strike Back!

Location: Filched Fragments. Objective: Stop nine Smugglers. Limit: 5 turns.

Keep a hero covering each of the two elevated exits. The Smugglers start below, so abandoning both exits merely to chase a distant carrier throws away the team’s initial advantage.

Use Donkey Kong to strengthen the side under the greatest pressure. Combine Bwananarang or Barrel Bolt damage on clustered carriers, then hold survivors with Long Story after the attacks. Save Honey or a finishing shot for the Smuggler closest to reaching an exit.

Watch the route for this Challenge.

6 — Blue Banana Butchery!

Location: Reef Chief. Objective: Destroy four Bad Banana piles. Limit: 3 turns.

The enemies start. After their move, reassess the four corner piles and the newly appearing Bucklers. Split the team’s damage across reachable piles rather than trying to clear every guard first.

Use Donkey Kong’s throw to expose or damage a protected target, with Cranky’s indirect shot on another side and Rabbid Peach covering a third approach. Finish the last pile within three turns. The surviving Summoners and Ziggies cease to matter once all four mission targets are destroyed.

Watch the route for this Challenge.

Jungle

7 — Shark Party!

Location: Coconut Shunt. Objective: Defeat Side Eye and Finn. Limit: 4 turns.

The heroes begin separated, with Side Eye and Bucklers to the right and Finn and Ziggies to the left. Use Donkey Kong to bring support to the side where two heroes can defeat a boss together.

Spend attacks on a guard only when it prevents useful boss damage. Respect Finn’s rush line and Side Eye’s area attacks, and remember that their ordinary movement is protected from reaction shots. Remove one boss completely, then shift the surviving team’s damage toward the other.

Watch the route for this Challenge.

8 — Island Imbroglio!

Location: Kidnapped Components. Objective: Defeat eleven enemies. Limit: 1 turn.

Eight Bucklers form two groups of four, with three Ziggies around them. Upgrade movement damage and area attacks before entering. Gather a group with Magnet Groove, move or throw a Buckler to break the shield alignment, and select Ground Pound or Bwananarang according to the actual damage preview.

Cranky’s Dash, Grump Jump and Boombow can damage another cluster, but keep allies out of the cone and landing radius. Rabbid Peach uses multiple Dashes and finishes a distant survivor. Plan Donkey Kong’s one movement around the most valuable throw rather than assuming he can transport Cranky and then perform another separate pickup.

Watch the route for this Challenge.

9 — Heinous Subterraneous!

Location: Supply Deny. Objective: Reach the area. Limit: 1 turn.

Finn’s Bounce is required: ordinary movement cannot reach the goal in one turn. Place the intended runner on a straight line from Finn toward the destination, using Donkey Kong’s throw if needed to establish that line.

Attack Finn from that position so his retaliation launches the hero into the target. Avoid Honey, sleep or another effect that prevents the necessary retaliation. If the landing misses, reset and adjust the starting tile; the challenge does not grant a spare movement after the Bounce.

Watch the route for this Challenge.

10 — Quick Strike Salvo!

Location: Bad Banana Bonanza. Objective: Recover one Washing Machine part. Limit: 1 turn.

The Collector is on high ground among three Bucklers. Plan both the defeat and pickup before spending any movement. Donkey Kong can throw a Rabbid onto the upper level to obtain an angle while leaving that Rabbid’s movement unused.

Attack the Collector with the available direct or indirect weapons. After it drops the part, use the preserved movement to collect it. Do not waste Donkey Kong’s throw on an unrelated Buckler if transport is required, and do not defeat the Collector after every hero has already moved.

Watch the route for this Challenge.

Dungeon

11 — Bananas Flambé!

Location: Com-Bust-ables. Objective: Destroy four Bad Banana piles. Limit: 2 turns.

The in-game limit is two turns. Each pile has a Buckler guard, while Fire Burpers still threaten straight lanes after the turn. Split your initial attacks across the piles that each hero can reach, damaging guards and bananas together when possible.

Donkey Kong can throw a guard into a useful target and use his weapon on the same side. Cranky uses a landing or indirect shot elsewhere, while Rabbid Peach handles a third angle. End outside the fire lanes, then spend turn two on the remaining piles. Killing every Hopper is unnecessary.

Watch the route for this Challenge.

12 — Field of Shields!

Location: Deity Hostility. Objective: Defeat sixteen Bucklers. Limit: 3 turns.

The heroes start far apart. Each must contribute immediately rather than walking together for a perfect formation. Flank with Rabbid Peach, use Cranky’s landing and indirect damage, and let Donkey Kong throw one Buckler into another useful target.

Magnet Groove improves a later area attack when several enemies are close enough. Do not fire into intact front shields, and do not assume Donkey Kong can pick up every Buckler in a separate action during the same turn. Reconnect the heroes only when a throw or shared angle removes more enemies than continuing along their initial side.

Watch the route for this Challenge.

The four Ultimate Challenges

Complete all twelve regular Challenges, then cross the new bridge to Ultimate Islet. The four reward chests there contain Museum items; they are separate from the three weapon rewards for the 20 Puzzle Pieces. Each Ultimate Challenge awards 3,200 bananas on its first completion.

Jungle Joust!

Objective: Defeat thirty enemies in six turns.

Use area damage on the starting Ziggy, Hopper and Buckler clusters, then remove Summoners before their waves overwhelm the route. DK alone can use the Dandelion routes onto the isolated cover islands. Keep the Rabbids on connected ground and focus on reachable reinforcements as the count approaches thirty.

Smuggler Scramble!

Objective: Stop sixteen Smugglers in five turns.

There are seven exits: three centrally and two on each side. Divide the interception accordingly and let DK use Dandelion pads to reinforce the most threatened approach. Pull a group backward with Magnet Groove and apply sleep after attacks. A single escaped Smuggler loses the attempt, so check every exit before ending a turn.

Banana Calamity!

Objective: Destroy sixteen Bad Banana piles in twenty-five turns.

Treat the large battlefield as a route through successive sections. Some banana piles obstruct pipes, so destroying those also improves travel. Finish nearby targets before moving the team forward and keep healing available for the long encounter. Ignore a new enemy when it neither blocks the next pile nor threatens the party’s stopping point.

Idol Discord!

Objective: Reach sixteen areas in four turns.

Each turn needs four registered destination stops despite having only three heroes. Use DK’s throw to land an ally on one destination, then finish that ally’s still-unused movement on another; the other heroes finish on destinations of their own. Plan the four-turn circuit before moving, use the pipes and Dandelion pads, and check the Idols of Recoil before committing each landing.

Donkey Kong Adventure story walkthrough · Chests and Puzzle Pieces